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synced 2026-08-27 23:27:34 +01:00
Revert "Spinning"
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@@ -16,9 +16,9 @@
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else //if(lying != 0)
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if(lying_prev == 0) //Standing to lying
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final_pixel_y -= 6
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if(dir & (EAST|WEST)) //Facing east or west
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final_dir = pick(NORTH, SOUTH) //So you fall on your side rather than your face or ass
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if(dir & (EAST|WEST)) //Facing east or west
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final_dir = pick(NORTH, SOUTH) //So you fall on your side rather than your face or ass
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lying_prev = lying //so we don't try to animate until there's been another change.
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if(changed)
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@@ -543,11 +543,9 @@
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var/mob/living/carbon/CM = L
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if(CM.on_fire && CM.canmove)
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CM.fire_stacks -= 5
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CM.Weaken(3)
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CM.spin(32,2)
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CM.weakened = 5
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CM.visible_message("<span class='danger'>[CM] rolls on the floor, trying to put themselves out!</span>", \
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"<span class='notice'>You stop, drop, and roll!</span>")
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sleep(30)
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if(fire_stacks <= 0)
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CM.visible_message("<span class='danger'>[CM] has successfully extinguished themselves!</span>", \
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"<span class='notice'>You extinguish yourself.</span>")
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@@ -562,23 +560,6 @@
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else
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cuff_resist(CM.legcuffed, CM)
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/mob/living/carbon/proc/spin(spintime, speed)
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spawn()
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var/D = dir
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while(spintime >= speed)
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sleep(speed)
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switch(D)
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if(NORTH)
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D = EAST
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if(SOUTH)
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D = WEST
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if(EAST)
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D = SOUTH
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if(WEST)
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D = NORTH
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dir = D
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spintime -= speed
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return
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/mob/living/proc/get_visible_name()
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return name
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+22
-22
@@ -645,28 +645,28 @@ var/list/slot_equipment_priority = list( \
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//Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it.
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//Robots and brains have their own version so don't worry about them
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/mob/proc/update_canmove()
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var/ko = weakened || paralysis || stat || (status_flags & FAKEDEATH)
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var/bed = !(buckled && istype(buckled, /obj/structure/stool/bed/chair))
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if(ko || resting || stunned)
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drop_r_hand()
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drop_l_hand()
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else
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lying = 0
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canmove = 1
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if(buckled)
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lying = 90 * bed
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anchored = buckled
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else
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if((ko || resting) && !lying)
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fall(ko)
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canmove = !(ko || resting || stunned || buckled)
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density = !lying
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update_transform()
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lying_prev = lying
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if(update_icon) //forces a full overlay update
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update_icon = 0
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regenerate_icons()
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return canmove
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var/ko = weakened || paralysis || stat || (status_flags & FAKEDEATH)
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var/bed = !(buckled && istype(buckled, /obj/structure/stool/bed/chair))
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if(ko || resting || stunned)
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drop_r_hand()
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drop_l_hand()
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else
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lying = 0
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canmove = 1
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if(buckled)
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lying = 90 * bed
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anchored = buckled
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else
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if((ko || resting) && !lying)
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fall(ko)
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canmove = !(ko || resting || stunned || buckled)
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density = !lying
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update_transform()
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lying_prev = lying
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if(update_icon) //forces a full overlay update
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update_icon = 0
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regenerate_icons()
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return canmove
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/mob/proc/fall(var/forced)
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drop_l_hand()
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